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Tuesday, April 27, 2010

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From: Riina
1. Design general descriptions and encounters before the game.

Usually when GMs prepare for a game they work out the main plot encounters and so forth which are going to happen, with a general notion of when they'll happen. This is definitely a useful thing to do! However, I've also found it very useful to design some bits of description and minor encounters which can be inserted anywhere in the game. They can be used whenever you need time to think, when you need something to do right now, or just to enhance the imagery of your game world.

Examples -
o Work out some generic descriptions of the weather. Make them as detailed and evocative as possible, and use them to enhance or contrast the mood of the game. eg. "The rain pours down onto the darkened cobblestones and drips from the eaves of the small wooden houses. You see no one but a few huddled beggars as you make your way to xyz." Try to describe light sources, smells, sensations and noises, appeal to all the senses. Insert these whenever you want to make the gameworld seem more vivid, or to evoke a mood.
o Work out some generic descriptions of the location of the game world. Devise and note down in point form some basic imagery for your game world - eg. descriptions of the city the game is set in, or the mountain range they are passing through. Include people and animals and minor, mundane mishaps (broken cart wheels, fallen trees on the road etc.). Insert these whenever the PCs are moving around in the world frame. Have them reflect the state of affairs (has there just been a war? Is there famine? Is the market bursting with goods? Are their a lot of soldiers around? etc.)
o Devise generic NPCs. Invent a series of normal people of different ages, genders and social classes. Give them names, physical descriptions and a couple personality traits. Wheel them out when the PCs talk to someone you didn't expect them to, or put them around the place to demonstrate the reality of the PCs actions (eg. the inhabitants of the house they break into). Again, have their situations and concerns reflect the mood/theme/events of the game world. Or for something different have it contrast.
o Devise minor encounters. For example, the PCs could be robbed by a common thief, or come across a "domestic dispute", or a lost child. These events can be inserted to illustrate all sorts of points about the nature of the world, or to take up some time when you need to think, or to break up the more important events of the story. They can be used to add interest to the unexpected actions of the PCs. Make sure they are simple and mundane, otherwise you defeat their purpose of giving you time to think, or of reflecting the normal events of the game world.

All of these things can be devised without the exact context in mind, and then inserted in wherever you like. Their advantage over just making things up on the spot is that they will fit better with your game world, they will be more complex and you can use them as a subtle way of controlling the mood of the game. They will also look pre-planned, which helps to keep the players from trying to pin point the "real plot" and then pursuing it to the exclusion of all else.

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